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EightBitz
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Join Date: May 2013
Posts: 1,458

Old October 25th, 2018, 04:25 PM
Quote:
Originally Posted by ShadowChemosh View Post
You are actually adding new things. Instead of calling these Warlock Abilities Schools I am going to call them "Eldritch Heritages" and each Eldritch Heritage contains 3 Eldritch Powers. I am going to call them this because they are NOT schools of magic as HL or normal PF1 rules see them. They are just using a existing name for a brand new set of rules.

So each Eldritch Heritage has three Eldritch Power choices that require level 4th, 12th and 16th level:

Each of these Eldritch Powers is a separate Thing you will code into the editor as a Custom Ability. Each one will have its own Level Requirement and script logic. Each will have its own unique ID even. They have NO relationship to the existing Schools of magic in HL.

You end up with three different Custom Abilities with Unique IDs of say: cWarResistance, cWarProtectiveWar & cWarEnergyAbsorpt. These are then setup to the Primary Ability table of your new class with the first option being allowed to select at level 1 then 2 etc.
Attachment 6098

Of course none of the above can be taken at level 1 or 2 so you have to make a new Custom Ability called "Cantrip" with out any level requirement that is set to Uniqueness "NO". This allows this choice to be taken many times. This ability will increase the number of allowed cantrips the Warlock can take each time its selected.

Hopefully that makes more sense.
I think we're talking past each other, so I'm going to back up a bit to make sure I'm being clear. Putting aside, just for a moment, Hero Lab's structure, The Tome of Secrets specifies the following:

Quote:
School Ability: The warlock does not cast spells. Instead, he is infused with supernatural energy that allows him to perform magical powers at will. At 1st level, the warlock may select two school abilities; he also gains new school abilities at higher levels (see the warlock table).
The very next paragraph clarifies:
Quote:
School abilities come from the arcane school lists in The Pathfnder Roleplaying Game.
So that's telling me the abilities available to the Warlock already exist in Pathfinder's core rules.

Now, going back to Hero Lab, the specified abilities exist in the core Pathfinder package. You're suggesting that I create these as custom abilities for the Warlock class.

You asked me earlier why I would have to duplicate things to create them as custom abilities. My answer to that question is so I don't have to rebuild them from scratch. These abilities are already defined within Hero Lab. Any required scripting logic is already there. Any required tags are already there. By duplicating them, I don't have to redo all that work. I only have to define how the Warlock acquires the abilities. Everything else is already done.
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